Navigation
API > API/Plugins > API/Plugins/ModelingComponentsEditorOnly
Options for new USkeletalMesh asset created by Create() functions below.
| Name | FSkeletalMeshAssetOptions |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponentsEditorOnly/Public/AssetUtils/CreateSkeletalMeshUtil.h |
| Include Path | #include "AssetUtils/CreateSkeletalMeshUtil.h" |
Syntax
struct FSkeletalMeshAssetOptions
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetMaterials | TArray< UMaterialInterface * > | Optional list of materials to initialize the Asset with. If defined, size must be the same as NumMaterialSlots. | AssetUtils/CreateSkeletalMeshUtil.h | |
| bApplyNaniteSettings | bool | Whether to use the specified NaniteSettings when generating the Asset. If false, the default settings (nanite disabled) will be used. | AssetUtils/CreateSkeletalMeshUtil.h | |
| bConvertBackToNonManifold | bool | Whether to attempt to re-create the original non-manifold mesh from the (optional) non-manifold index map on the dynamic mesh. | AssetUtils/CreateSkeletalMeshUtil.h | |
| bEnableRecomputeNormals | bool | Controls whether or not the RecomputeNormals option will be enabled on the Asset. | AssetUtils/CreateSkeletalMeshUtil.h | |
| bEnableRecomputeTangents | bool | Controls whether or not the RecomputeTangents option will be enabled on the Asset. | AssetUtils/CreateSkeletalMeshUtil.h | |
| NaniteSettings | FMeshNaniteSettings | Nanite settings to set on skeletal mesh asset, if bApplyNaniteSettings is true. | AssetUtils/CreateSkeletalMeshUtil.h | |
| NewAssetPath | FString | AssetUtils/CreateSkeletalMeshUtil.h | ||
| NumMaterialSlots | int32 | Number of Material Slots desired on the Asset. At least one will always be created. | AssetUtils/CreateSkeletalMeshUtil.h | |
| NumSourceModels | int32 | Number of SourceModels (ie LODs) | AssetUtils/CreateSkeletalMeshUtil.h | |
| RefSkeleton | FReferenceSkeleton * | The associated FReferenceSkeleton object. If null, the reference skeleton of the Skeleton object is used instead. | AssetUtils/CreateSkeletalMeshUtil.h | |
| SkeletalMaterials | TArray< FSkeletalMaterial > | List of skeletal materials. These will be used over the AssetMaterials, if provided. | AssetUtils/CreateSkeletalMeshUtil.h | |
| Skeleton | USkeleton * | The associated USkeleton object. | AssetUtils/CreateSkeletalMeshUtil.h | |
| SourceMeshes | FSkeletalMeshAssetMeshes | Optional list of meshes to use to initialize SourceModels. If defined, only one array should be non-empty, and must be the same length as NumSourceModels. | AssetUtils/CreateSkeletalMeshUtil.h | |
| UsePackage | UPackage * | This package will be used if it is not nullptr, otherwise a new package will be created at NewAssetPath. | AssetUtils/CreateSkeletalMeshUtil.h |